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Story Hour
NEW (AGAIN)- Thunderspire Labyrinth- Stat analysis #25 Shrine to Baphomet
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<blockquote data-quote="Goonalan" data-source="post: 5185474" data-attributes="member: 16069"><p>As stated above it was my intention to send them to the Dragon Burial first but with Winstanley and Dirty (to a lesser extent) getting in trouble I figured it'd be the ideal opportunity to teach the PCs that they are not always the masters of their own destinies. Also that as a PC you can do anything- including breaking into peoples houses, but if you mess up there's a price to be paid.</p><p></p><p>I explained to the players that Winstanley's actions had changed my plans and that what lay ahead of them would be difficult, they're all noobs so I'm counselling them through the opening encounters, when they get into the Keep they're on their own.</p><p></p><p>My words of wisdom (and caution) as regards the Kobold expedition were met with, well... 'bring it on!'</p><p></p><p>The PCs loved the first combat- Action Points and Daily Powers all spent in one mad (short) blow out. They've a touch of the invincibles.</p><p></p><p>As to the run/surrender option, I agree (sometimes), I try to play monsters like monsters, so when I played on maptools I had a macro (& table) that would randomly insert a battle cry ('my mother hits harder than you'; 'is that all you've got'; 'I am the Walrus- koo-koo-ka-choo!') with each attack. Another for when the creature is bloodied, and yet another for the creature's last words. Some of the bloodied quotes ('me no like- you hurt uz big bad') would inform my decision as to what to do next, if the bad guy was in a bad way with not many friends left alive then I'd try to get him out of there- surrender/retreat or just flee. However if I got a different result ('Gobnob eat you and yer fiends...') then it was a fight to the end- once again subject to the situation being right and the monsters intelligence. </p><p></p><p>So sure sometimes the bad guys will run or surrender- you'll see it in this write up, however where possible, and definitely when the story needs it they will fight to the last.</p><p></p><p>Yes, that brings grind but it's also about making the finale all the more climactic, if you surrender too often then the PCs are going to be in tip top condition throughout- see previous statements about this.</p><p></p><p>Wait till we get to the 'Kobold Lair: Inside' fight, you'll see what I mean, not that I think you don't understand, that fight just demonstrates beautifully what I'm talking about.</p><p></p><p>Quote-</p><p></p><p>Looks like your PCs are gonna mop this one up, too. Kinda too bad about the failed surprise round. But I'll bet it made the players feel cool, so that's good. </p><p></p><p>I wouldn't be so sure firesnakearies, from memory one of the PCs drops either next round or the round after; haven't got the data before me as I'm at work at the moment and should really be marking my students work.</p><p></p><p>Cheers Goonalan</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5185474, member: 16069"] As stated above it was my intention to send them to the Dragon Burial first but with Winstanley and Dirty (to a lesser extent) getting in trouble I figured it'd be the ideal opportunity to teach the PCs that they are not always the masters of their own destinies. Also that as a PC you can do anything- including breaking into peoples houses, but if you mess up there's a price to be paid. I explained to the players that Winstanley's actions had changed my plans and that what lay ahead of them would be difficult, they're all noobs so I'm counselling them through the opening encounters, when they get into the Keep they're on their own. My words of wisdom (and caution) as regards the Kobold expedition were met with, well... 'bring it on!' The PCs loved the first combat- Action Points and Daily Powers all spent in one mad (short) blow out. They've a touch of the invincibles. As to the run/surrender option, I agree (sometimes), I try to play monsters like monsters, so when I played on maptools I had a macro (& table) that would randomly insert a battle cry ('my mother hits harder than you'; 'is that all you've got'; 'I am the Walrus- koo-koo-ka-choo!') with each attack. Another for when the creature is bloodied, and yet another for the creature's last words. Some of the bloodied quotes ('me no like- you hurt uz big bad') would inform my decision as to what to do next, if the bad guy was in a bad way with not many friends left alive then I'd try to get him out of there- surrender/retreat or just flee. However if I got a different result ('Gobnob eat you and yer fiends...') then it was a fight to the end- once again subject to the situation being right and the monsters intelligence. So sure sometimes the bad guys will run or surrender- you'll see it in this write up, however where possible, and definitely when the story needs it they will fight to the last. Yes, that brings grind but it's also about making the finale all the more climactic, if you surrender too often then the PCs are going to be in tip top condition throughout- see previous statements about this. Wait till we get to the 'Kobold Lair: Inside' fight, you'll see what I mean, not that I think you don't understand, that fight just demonstrates beautifully what I'm talking about. Quote- Looks like your PCs are gonna mop this one up, too. Kinda too bad about the failed surprise round. But I'll bet it made the players feel cool, so that's good. I wouldn't be so sure firesnakearies, from memory one of the PCs drops either next round or the round after; haven't got the data before me as I'm at work at the moment and should really be marking my students work. Cheers Goonalan [/QUOTE]
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NEW (AGAIN)- Thunderspire Labyrinth- Stat analysis #25 Shrine to Baphomet
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